Added basic camera functionality

This commit is contained in:
Robert 2021-01-22 19:02:14 +01:00
parent 6c55ba6339
commit 06614dd1b0
7 changed files with 200 additions and 17 deletions

View file

@ -69,28 +69,26 @@ int main(int argc, char** argv)
return -1;
}
glm::mat4 view = glm::mat4(1.0f);
view = glm::translate(view, glm::vec3(0.0f, -2.0f, -10.0f));
oglu::Enable(GL_DEPTH_TEST);
glm::mat4 projection;
projection = glm::perspective(glm::radians(45.f), 1.0f, 0.1f, 100.0f);
oglu::Camera camera(60.0f, 0.0f, 0.1f, 100.0f);
camera.Move(0.0f, -4.0f, -10.0f);
//camera.LookAt(utah);
//camera.GetMatrix();
// Window loop
oglu::Enable(GL_DEPTH_TEST);
while (!glfwWindowShouldClose(window))
{
processInput(window);
oglu::ClearScreen(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, oglu::Color(0.29f, 0.13f, 0.23f));
// view = glm::rotate(view, glm::radians(1.0f), glm::vec3(0.0f, 1.0f, 0.0f));
utah.Rotate(0.0f, 1.0f, 0.0f);
shader->Use();
shader->SetUniform("model", utah);
shader->SetUniformMatrix4fv("view", 1, GL_FALSE, glm::value_ptr(view));
shader->SetUniformMatrix4fv("projection", 1, GL_FALSE, glm::value_ptr(projection));
shader->SetUniformMatrix4fv("view", 1, GL_FALSE, camera.GetMatrix());
shader->SetUniformMatrix4fv("projection", 1, GL_FALSE, camera.GetProjectionMatrix());
oglu::PolygonMode(GL_FRONT_AND_BACK, GL_LINE);
utah.Render();

110
include/camera.hpp Normal file
View file

@ -0,0 +1,110 @@
/*****************************************************************//**
* \file camera.hpp
* \brief Contains anything relevant to cameras
*
* \author Lauchmelder
* \date January 2021
*********************************************************************/
#ifndef CAMERA_HPP
#define CAMERA_HPP
#include <core.hpp>
#include <transformable.hpp>
namespace oglu
{
class Object;
/**
* @brief A camera object in 3D space.
*
* This class unites a world- and projection matrix.
*/
class OGLU_API Camera : public Transformable
{
public:
/**
* @brief Create a default camera.
*
* Sits at the origin, looks in negative z-direction.
* FOV: 45.0°
* Aspect ratio: Matches the viewport
* zNear: 0.1f
* zFar: 100.0f
*/
Camera();
/**
* @brief Copy another camera.
*
* Every property of @p other is copied.
*
* @param[in] other The camera to copy from
*/
Camera(const Camera& other);
/**
* @brief Create a new camera.
*
* Sits at the origin, looks in negative z-direction.
* The other properties are set from the parameters
*
* @param[in] fov The FOV (field of view) of the camera
* @param[in] aspectRatio The aspect ratio of the camera. (Setting this to 0.f will use your viewport's aspect ratio)
* @param[in] zNear Near z clipping plane
* @param[in] zNear Far z clipping plane
*/
Camera(float fov, float aspectRatio, float zNear, float zFar);
~Camera();
/**
* @brief Have camera face at a certain position.
*
* This will adjust the camera's rotation in order to put the
* specified coordinate at the center of the screen.
*
* @param[in] x Target x coordinate
* @param[in] y Target y coordinate
* @param[in] z Target z coordinate
*/
void LookAt(GLfloat x, GLfloat y, GLfloat z);
/**
* @brief Have camera face at a certain position.
*
* This will adjust the camera's rotation in order to put the
* specified coordinate at the center of the screen.
*
* @param[in] target 3D vector with the target position
*/
void LookAt(const GLfloat* target);
/**
* @brief Have camera face at a certain position.
*
* This will adjust the camera's rotation in order to put the
* specified coordinate at the center of the screen.
*
* @param[in] target An object to target
*/
void LookAt(const Object& target);
/**
* @brief Gets the projection matrix of the camera.
*
* @returns a 4x4 projection matrix.
*/
const float* GetProjectionMatrix();
private:
float aspectRatio; ///< Aspect ration of the camera
float fov; ///< FOV of the camera
float zNear; ///< Near z clipping plane
float zFar; ///< Far z clipping plane
float* projection;
};
}
#endif

View file

@ -13,9 +13,7 @@
#include <stdexcept>
#include <string>
#ifdef OGLU_BUILD_DLL
#include <glad/glad.h>
#endif
#ifdef OGLU_WIN32
#ifdef OGLU_BUILD_DLL

View file

@ -13,6 +13,7 @@
#include <shader.hpp>
#include <texture.hpp>
#include <object.hpp>
#include <camera.hpp>
namespace oglu
{

View file

@ -262,6 +262,7 @@ namespace oglu
float* rotation; ///< Rotation matrix
float* scaling; ///< Scaling vector
float* transformation;
bool calculateMatrix; ///< Wether GetMatrix() needs to re-calculate the transformation matrix
};
}

68
src/camera.cpp Normal file
View file

@ -0,0 +1,68 @@
#include "camera.hpp"
#include <algorithm>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
namespace oglu
{
Camera::Camera() :
fov(45.0f), aspectRatio(0.0f), zNear(0.1f), zFar(100.0f), projection(new float[16]{ 0.0f })
{
memcpy(
projection,
glm::value_ptr(glm::perspective(glm::radians(fov), aspectRatio, zNear, zFar)),
16 * sizeof(float)
);
}
Camera::Camera(const Camera& other) :
fov(other.fov), aspectRatio(other.aspectRatio), zNear(other.zNear), zFar(other.zFar), projection(new float[16]{ 0.0f })
{
memcpy(
projection,
other.projection,
16 * sizeof(float)
);
}
Camera::Camera(float fov, float aspectRatio, float zNear, float zFar) :
fov(fov), aspectRatio(aspectRatio), zNear(zNear), zFar(zFar), projection(new float[16]{ 0.0f })
{
if (aspectRatio == 0.0f)
{
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
aspectRatio = (float)viewport[2] / (float)viewport[3];
}
memcpy(
projection,
glm::value_ptr(glm::perspective(glm::radians(fov), aspectRatio, zNear, zFar)),
16 * sizeof(float)
);
}
Camera::~Camera()
{
}
void Camera::LookAt(GLfloat x, GLfloat y, GLfloat z)
{
}
void Camera::LookAt(const GLfloat* target)
{
}
void Camera::LookAt(const Object& target)
{
}
const float* Camera::GetProjectionMatrix()
{
return projection;
}
}

View file

@ -9,7 +9,7 @@
namespace oglu
{
oglu::Transformable::Transformable() :
position(new float[3]{ 0.f }), rotation(new float[16]), scaling(new float[3]{ 1.f, 1.f, 1.f }), calculateMatrix(false)
position(new float[3]{ 0.f }), rotation(new float[16]), scaling(new float[3]{ 1.f, 1.f, 1.f }), transformation(new float[16]), calculateMatrix(false)
{
glm::mat4 identity(1.0f);
memcpy(
@ -17,10 +17,15 @@ namespace oglu
glm::value_ptr(identity),
16 * sizeof(float)
);
memcpy(
transformation,
glm::value_ptr(identity),
16 * sizeof(float)
);
}
Transformable::Transformable(const Transformable& other) :
position(new float[3]), rotation(new float[16]), scaling(new float[3]), calculateMatrix(true)
position(new float[3]), rotation(new float[16]), scaling(new float[3]), transformation(new float[16]), calculateMatrix(true)
{
memcpy(
this->position,
@ -232,15 +237,17 @@ namespace oglu
const float* Transformable::GetMatrix()
{
static glm::mat4 transformation(1.0f);
if (calculateMatrix)
{
transformation = glm::translate(glm::mat4(1.0f), glm::make_vec3(position)) * glm::make_mat4(rotation) * glm::scale(glm::mat4(1.0f), glm::make_vec3(scaling));
memcpy(
transformation,
glm::value_ptr(glm::translate(glm::mat4(1.0f), glm::make_vec3(position)) * glm::make_mat4(rotation) * glm::scale(glm::mat4(1.0f), glm::make_vec3(scaling))),
16 * sizeof(float)
);
calculateMatrix = false;
}
return glm::value_ptr(transformation);
return transformation;
}
const float* Transformable::GetPosition()